0 Members and 1 Guest are viewing this topic.
Personally, I think it would make sense if his shield DID reflect others' shots. That's why its called a SHIELD.
Quote from: "TheDoc"Personally, I think it would make sense if his shield DID reflect others' shots. That's why its called a SHIELD.The problem is, it reflects Dark Man's OWN shots.
it's fired in an impractical direction (directly to his left and right, where his opponents will rarely be).
This mod is an entire revision of the Classes Mod, made by King Yamato and Chimera Man. All classes have been coded more efficiently, and nearly all classes have received edits to their attacks, resulting in either power or ammo changes, with some classes having entirely different attacks. All robot masters from the NES titles are present, including Doc Robot and Dark Man. The major changes behind these attacks follow basic guidelines: Can the class be accurate to his game-counterpart? Is this class differentiated from other classes (not a clone)? Does this class give have some limits on his ability (he does not give "free" or limitless attacks)? Hopefully these guidelines will explain the ideas behind most of the changes. If you do not understand, I can explain any changes from the previous class mod myself. Download King Yamato's Classes Mod here.For those familiar, this is the complete / first release of the King Yamato's Classes Mod, which was distributed as V5X / V5Y. I would like to thank all of the testers of this mod - I consider anyone who played V5Y a tester. Particularly my co-hosters, Ryuta and Cup Noodles.Major Changelog from V5Y: (click to show/hide)Notable Changes Since v5y:Megaman:Power Upgrade shots are now instantJet Upgrade now propels you forward as wellAll Treble Sentry items replaced with TangoBass:Now double jumpsAll Tango items replaced with Treble SentryAll Eddie items replaced with Treble SearchSuper Adaptor replaced with Treble BoostEnker:Mirror Buster ammo slowly regenerates.Cutman:Ammo reducedGutsman:Ammo reducedSlows down when holding rocksCooldown increasedSlight wind-up timeIceman:HUD now indicates if you are using the thrusters or notGeminiman:Smarter clone, as referring to older versions. Hardman:No autoaimSnakeman:Aimable Search Snakes (can be "lobbed")Visible Melee RangeSparkman:No autoaimCooldown increasedChargeman:Coal now falls from the ceilingDarkman:Barrier no longer reflects, cannot harm Dark Man (no more suicides)Gained a mysterious abilityBlizzardman:Can no longer use his altfire while in airKnightman:Has a new altfireAll robot masters:Cannot pick up items except for Beat and Exit UnitBeat is replaced by MagflyGeneral:E-Tank replaced by Item-2Megaman 4 Robot Masters addedTechnical changes:Updated Pain states on actors and Gemini ClonesACS Sourcecodes no longer on .pk3